Figuring out how to take these positions, and escape from them once you’re ready to move on, is a tough but rewarding tactical puzzle. With those odds, it’s probably curtains for Mr. So if you have two Space Marines covering a doorway, one from the front and one from the side, every Genestealer coming through the door is going to get it from the front and the flank. For some reason lost to board-game logic, the Space Marines can barely shoot during their own turns, but can lay down unlimited, sustained fire during the Genestealer turn. While the narrow corridors are death traps, you can turn the tables at the intersections by setting your Terminators on Overwatch. Congratulations, Space Marines, you’ve thrown away your only advantage over fast-charging, melee-killing Genestealers: massed firepower! Regaining that advantage is the story of Space Hulk. Good thing they’re also incredibly slow, using two of their action points (of only four per turn) just to turn themselves 180 degrees. These beefy bastards are so wide, in fact, they can’t fire their guns past each other, so only the guys in front and back can engage. Trouble is, the Blood Angels are kind of dumb: they sent a squad of bulky Terminators into a spaceship full of corridors so narrow that only a single Terminator can get through at a time. The Blood Angels chapter of the Space Marines is sent to cleanse a Tyranid Genestealer-infested starship, the space hulk. Space Hulk is basically WH40K-meets-Aliens, but it fails to really make the most of that concept.
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